Tree Meld (Su)

A dryad can meld with any tree, similar to how the spell meld into stone functions. She can remain melded with a tree as long as she wishes.

Tree Dependent (Su)

A dryad is mystically bonded to a single, enormous tree and must never
stray more than 300 yards from it. Most dryad trees are oak trees, but
other trees function as well (often having subtle influences on a
specific dryad's personality and appearance). A dryad who moves 300
yards beyond her bonded tree immediately becomes sickened. Every hour
thereafter, she must make a DC 15 Fortitude save to resist becoming
nauseated for an hour. A dryad that is out of range of her bonded tree
for 24 hours takes 1d6 points of Constitution damage, and another 1d6
points of Constitution damage every day that follows—eventually, this
separation kills the dryad. A dryad can forge a new bond with a new
tree by performing a 24-hour ritual and making a successful DC 20 Will
save.

Wild Empathy (Su)

This
works like the druid's wild empathy class feature, except the dryad has
a +6 racial bonus on the check. Dryads with druid levels add this
racial modifier to their wild empathy checks.

Woodcraft (Ex)

A dryad has a +6 racial bonus to Craft checks involving wood, and is always treated as if she had masterwork artisan's woodworking tools when making such checks.

Dryads
are tree-fey who prefer secluded woodlands far from humanoids in need
of lumber. Dryads' main interests are their own survival and that of
their beloved forests, and they have been known to magically coerce
passersby into aiding them in tasks they cannot complete. They are more
likely to be friendly to non-evil druids and rangers, as they recognize
a mutual respect for or empathy with nature.

Dryads are
benign guardians of trees, and though they can do little in the way of
direct violence, they can trap and disable threats to their homes or
turn enemies into allies. Some keep one or more charmed humanoids in
their territory to fend off or lead away attackers. Incapacitated foes
are typically dragged to the edge of the forest by the dryad's allies
and left there, but evil or overtly hostile ones are killed once combat
is over.